Because of the ongoing performance issues the game engine has in trials and cyrodiil (<10fps on lowest gfx settings on my hardware enthusiast pc that can run BF1 in 60fps on ultra settings while never using more than 40% of my hardware ressources according to window's ressource manager), I decided to quit ESO until ZOS manages to fix said engine (what will probably never happen). I hereby let you all know that I do not maintain AuraMastery any longer. Thanks for your interest and see you around in other games!

The addon's main purpose is providing players a tool to display important and user defined information in a structured and highliy customizable and thereby easy to see way on players' screens (look at the screenshot displaying the state of two important buffs).
This is achieved by using a two step configuration:

1. Display options
This contains all customizable information about what to display: An icon, a statusbar or plain text. Customize the icon's size, position, transparency, border size,etc. You can display every single icon ingame.

2. Condition/trigger settings
This step contains all information about when to display those things specified during the first step based on simple user defined conditions working as display triggers. Currently
Auramastery only supports aura information as conditions (e.g. "display the specified icon once buff/debuff xyz's duration is > 0" => the icon will be displayed as soon as the specified
aura is active on the specified unit, e.g. "player"). It's also possible to combine several conditions related to different buffs/debuffs.

To get an idea of it's current features take a look at the acreenshots attached to this overview.

The addon strictly works on a whitelist base: It will only display things that the user specified to serve it's main purpose! Although it can be used as a buff/debuff tracker I still recommend using an ordinary buff/debuff addon such as Srendarr to get a display of every single effect currently active on your character.

Please be aware that Auramastery is currently in alpha state. Many features aren't implemented, yet and there probably will be some errors caused by it! Expect many small bug fixes.

List of configuration fields:

1. Display settings:Name: A personal identifier for a specific auraWidth/height [pixels]: Here you can specify the icon's size in pixels.PosX/PosY [screen coordinates in pixels]: The icon's position on your screen (the icon's top left corner will be used as an anchor with 0,0 pointing at the top left position of your screen)Transparency [0-1]: 0 = invisible, 1 = zero transparency, 0.5 = semi transparentFont size/Font color: Font size and font color for all text to be displayed on the aura.Border size/Border color [pixels]: Same as font size/font color.Critical Time [seconds]: As soon as the duration of the abilities specified in the condition tab exceed this threshold, bring the icon to 100% visibility, display the cooldown with higher precision (using tenths of seconds) and color the cooldown text red.Enabled: You can unload the aura without having to delete it by setting this to true.Duration Source: Now this is a bit hard to explain. Imagine you have an aura of type "Icon", that you configured to be displayed as soon as a specific buff on your character with a full duration of 30 seconds has less than 20 seconds AND more than 10 seconds left (no idea why ppl should do that, but its a good example). As soon as the aura gets displayed, it will start a cooldown animation. This setting handles what the cooldown will look like:

* Aura: As soon as the aura gets displayed, a cooldown will start at 0 and run for 10 seconds (remaining aura display time).

* Trigger n: The cooldown animation won't last for the remaining display time, but as soon as the aura gets displayed, it will check for the duration of the ability specified within trigger 1, ignoring all other triggers. In our example this ability has a duration of 30 seconds. The aura will display as soon as the ability has 20s left. The cooldown spiral will not start at 0, but it will already have travelled 1/3 (20 of 30 seconds) and travel for another 1/3 of the icon (10s) before the icon fades.

I sugget you play around with this setting a bit to get an understanding of how it works.Icon Source:

* Trigger n: Automatically take the ability icon of the ability that has been specified in Trigger n.
* Manual: Select the icon manually.

2. Display conditions:
The display conditions work as follows: Each condition, represented by a so called "trigger" is check individually to be true or false. If all conditions provided are met, the Icon specified is displayed - as soon as one or more conditions are not met anymore, the icon is hidden. The following fields are available for specifying the condition's logic:

Trigger Type: This specifies what the current trigger is checking.

* (De-)Buff checks a buff or debuff on the target specified below.

* Ability used is for checking ground effects: Let's take the Inferno Staff's elemental blockade ability as an example - the ground effect has a duration, but it is not treated as a buff or debuff on you or a target. So the game has to check if you just used an ability matching the ability ID specified below. If that ability has a duration, display the aura for that time.

*Combat Event is for checking for buffs and debuffs using the combatlog. There are some effects ingame that can be put on you without being recognized to be a buff/debuff by the game client. An example would be the 2nd boss on Maw of Lorkaj: As u might know, the boss puts an effect on you, that makes you either being on the "light" or on the "shadow" side. Those effects are not displayed as a debuff (and hence not detected by srendarr and other buff/debuff trackers). But you can workaround that by checking the combat events and simulate a buff/debuff. This Setting is for professional users only, as you will have to pick the effect IDs from the combatlog.

Ability ID: A numeric value that identifies a specific buff, debuff, effect or ability (which one is looked up is contextual to the selected trigger type). Source Unit:

* player: Check for the ability specified above on your character.
* target: Check for the ability specified above on your current target.

Check all Ability Ids: All abilities consist of one base ability and two potential morphs (using different names) with 4 ranks each. That results in 12 ability IDs for one ability. Let's say you want to track a debuff on you. Due to the fact that you never know an attacker's ability rank you would normally have to create one condition for every ability ID. This can be avoided by simply entering one of the four ability IDs for the desired aura and switching this control to "true". WARNING: Due to Zenimax not having properly localized all ability names, this might sometimes not work.Operator, Value:
This is best explained by giving an example:

Ability-ID = 63302 (proximity detonation rank IV)
Operator = ">"
Value = "0"
This translates into "Display the specified icon as soon as proximity detonation's buff on the player is active (duration > 0)"
As soon as the buff fades (= detonation goes off), the icon will be hidden again. You can add as many
conditions as you like, but watch out that they make sense! Contradicting conditions will cause the icon never to be displayed!Invert Logic: Inverts the trigger logic (when conditions specified above are true, they will be treated like they were false, if this button is set to "true")Selfcast only: If this is set to "true", only effects that have been cast by you will be taken into consideration.

Usage (Slash commands):
Type "/am menu" to display the configuration menu. Here you can add, edit or delete your current auras.
Type "/am unlock" to make every aura movable and "/am lock" to lock them back to their current position.

Things to come in the future:
- further customizing features for statusbars and text auras
- adding status based conditions (%life, %stamina/magicka, combat state, stealth state, etc.)
- many more configuration options for combat-event-triggers.

Thank you for testing, please report any bugs you encounter using the comment system.

v0.8k
ESO 3.3.5
- ability IDs can now consist of up to 6 digits
- fixed a bug that was causing lua errors when unlocking and locking auras

v0.8f
ESO 3.2.11
- changed the way combat event triggers work: caster and target can be specified as an additional condition for a combat event (useful for tracking synergy lockouts, as the addon will not display it as soon as anybody activates a synergy); if no names are given, the combat event will react to every use of the ability specified, regardless who casted it at whom

- new trigger functionality: selfcast only
- bug fix for combat effects: only combat effects targeted at the player character will be used (triggering an aura by using a synergy for example will not have the aura triggered if ANYBODY around the player uses it, but only the player himself => tracking the synergy lockout for spear shards / orbs is possible now)

v0.8b
ESO 2.7.13
- fixed the icon selection button in the aura menu (it will now always update and preSelect the aura's icon properly)
- the addon will not display it's table in the chat on player login or /realoadui anymore... sorry for my blindness ;)

v0.8a
ESO 2.7.12
- two new trigger types:
* combat event: same as buff/debuff but getting it's information from another source (can trigger based on effects that are not displayed as buffs/debuffs, such as trial boss's effects, etc.)
* ability used: checking for the duration of ground effects placed by the player
- complete aura menu design overhaul
* layering issues with controls overlapping each other are a thing of the past
* design is much cleaner now and mostly inherits from Zenimax original controls
* a better icon selector that allows displaying all ingame icons without having to categorize them
- the ability Id finder has been removed (see addon front page for further details)

v0.6
ESO 2.6
- added new functionality: the user can now deactivate/activate created auras
- fixed: target buffs/debuffs have not been updated if another target was targeted or the target specified died
- update to current API version

v0.5a
ESO 2.4.5
- the user can now specify on which target he wants a buff/debuff to be tracked for each custom aura (in other words: tracking your debuffs on your current target is now possbible)
- updated to current API version

v0.3a
ESO 2.3.11
- added some informative hoverbuttons to the addon menu (questionmark symbol next to each settings parameter)
- fixed a problem that could cause EVENT_EFFECT_CHANGED not to update correctly for unitTags that stoped sending

v0.2a
ESO 2.3.11
- implemented an ability-ID search tool (currently only 'real' abilities can be searched for, no major or minor buffs. The addon will nevertheless take every valid ability id for tracking!)
- implemented a 'check all' functionality to save users from having to enter all ability IDs for every rank of a spell in order to track auras that have no rank or that are triggered by an unknown rank

I've not been able to get Auramastery to track the Cooldown of Orbs Synergy. Unfortunately Liofa's vid isnt precisely accurate anymore since the settings are no longer the same - its an older version of the addon.

85434 is probably still the correct ID. I've tried it in all 3 trigger types, with entering my character name in one, or both slots, and with Duration Source set to aura or trigger. Kinda out of ideas.

edit: seems to be working now. one thing I noticed is that you cannot be certain that the current settings will work as expected until you reload ui. I had a few times where I thought i got it working, then I relogged and it broke again.

I think the thing that fixed Orbs timer was removing the "Duration: 20" field.

I've got it set as Duration source: Trigger

Trigger is Combat event, 85434, caster and target name are my characters name, and Duration field is blank.

I am not able to reproduce it! The three addons do not share any functionality, especially CombatMetrics should be used together with auramastery to get the ability IDs and it works perfectly fine for me :/

The new abilityID's, such as Zaan (102136), have too many digits to put into the buff maker.

I have just updated the addon, it should take up to 6 digits now!

Thanks man! you a bad mofo!

FYI I use your add-on heavily. I could give feedback/suggestions.

One thing I did want to ask. Can you make an option to always show a buff tracking component even after it expires or before it begins? There are certain minor, short cooldown (5 second) events that I want to track. I'd prefer to be able to watch it at all times, insteadit pop up and dissapear for such for amounts of time!

Thanks!

Yo! Feedback and criticism is always much appriciated! Regarding the 'show always' functionality: It's already included. This is the way I do it:

1. Create an aura for the ability you want to track - set it's trigger conditions to '> 0' and it's transparency to a lower setting (I use 40%).

2. Create the same aura again and make the following changes:
- check the 'invert logic' button, so the button will display whenever the buff is NOT up
- increase it's transparency (I use 100%)

You will get two icons that look like one that is always visible and gets less transparent if your ability needs to be recast!

The new abilityID's, such as Zaan (102136), have too many digits to put into the buff maker.

I have just updated the addon, it should take up to 6 digits now!

Thanks man! you a bad mofo!

FYI I use your add-on heavily. I could give feedback/suggestions.

One thing I did want to ask. Can you make an option to always show a buff tracking component even after it expires or before it begins? There are certain minor, short cooldown (5 second) events that I want to track. I'd prefer to be able to watch it at all times, insteadit pop up and dissapear for such for amounts of time!

Hello. I was setting up this addon today following Liofa's video. Afterwards, I started getting a lot of errors with HarvestMap. I'm not a coding expert, but I'm familiar enough to be able to read through code to figure out what's going on. HarvestMap uses a reference to Harvest, and I realised that setting up an Aura to track the Harvest synergy was causing the conflict if you also name it Harvest. Renaming it fixed the conflict. I'm just posting this here so that if anyone else gets the same problem, they can fix it.